#include #include #include #include #include #include #include #include #include #include #include #include #include #include //MIKEC debug only for PrintVisitor #include #include "WriterNodeVisitor.h" #include "lib3ds/lib3ds.h" #include #include #include #include #include #include #include using namespace std; using namespace osg; /// Implementation borrowed from boost and slightly modified template class scoped_array // noncopyable { private: T * px; scoped_array(scoped_array const &); scoped_array & operator=(scoped_array const &); typedef scoped_array this_type; void operator==( scoped_array const& ) const; void operator!=( scoped_array const& ) const; public: typedef T element_type; explicit scoped_array( T * p = 0 ) : px( p ) {} ~scoped_array() { delete[] px; } void reset(T * p = 0) { assert( p == 0 || p != px ); // catch self-reset errors this_type(p).swap(*this); } T & operator[](std::ptrdiff_t i) const // never throws { assert( px != 0 ); assert( i >= 0 ); return px[i]; } T * get() const // never throws { return px; } void swap(scoped_array & b) // never throws { T * tmp = b.px; b.px = px; px = tmp; } }; void copyLib3dsMatrixToOsgMatrix(osg::Matrix& osg_matrix, const Lib3dsMatrix lib3ds_matrix) { osg_matrix.set( lib3ds_matrix[0][0],lib3ds_matrix[0][1],lib3ds_matrix[0][2],lib3ds_matrix[0][3], lib3ds_matrix[1][0],lib3ds_matrix[1][1],lib3ds_matrix[1][2],lib3ds_matrix[1][3], lib3ds_matrix[2][0],lib3ds_matrix[2][1],lib3ds_matrix[2][2],lib3ds_matrix[2][3], lib3ds_matrix[3][0],lib3ds_matrix[3][1],lib3ds_matrix[3][2],lib3ds_matrix[3][3]); } osg::Matrix copyLib3dsMatrixToOsgMatrix(const Lib3dsMatrix mat) { osg::Matrix osgMatrix; copyLib3dsMatrixToOsgMatrix(osgMatrix, mat); return osgMatrix; } void copyLib3dsVec3ToOsgVec3(osg::Vec3f osgVec, const float vertices[3]) { return osgVec.set(vertices[0], vertices[1], vertices[2]); } osg::Vec3f copyLib3dsVec3ToOsgVec3(const float vertices[3]) { return osg::Vec3f(vertices[0], vertices[1], vertices[2]); } osg::Quat copyLib3dsQuatToOsgQuat(const float quat[4]) { return osg::Quat(quat[0], quat[1], quat[2], quat[3]); } class PrintVisitor : public NodeVisitor { public: PrintVisitor(std::ostream& out): NodeVisitor(NodeVisitor::TRAVERSE_ALL_CHILDREN), _out(out) { _indent = 0; _step = 4; } inline void moveIn() { _indent += _step; } inline void moveOut() { _indent -= _step; } inline void writeIndent() { for(int i=0;i<_indent;++i) _out << " "; } virtual void apply(Node& node) { moveIn(); writeIndent(); _out << node.className() < StateSetMap; typedef std::vector FaceList; typedef std::map GeoStateMap; osg::Texture2D* createTexture(Lib3dsTextureMap *texture,const char* label,bool& transparancy); osg::StateSet* createStateSet(Lib3dsMaterial *materials); osg::Drawable* createDrawable(Lib3dsMesh *meshes,FaceList& faceList, const osg::Matrix * matrix); std::string _directory; bool _useSmoothingGroups; bool _usePerVertexNormals; // MIKEC osg::Node* processMesh(StateSetMap& drawStateMap,osg::Group* parent,Lib3dsMesh* mesh, const osg::Matrix * matrix); osg::Node* processNode(StateSetMap drawStateMap,Lib3dsFile *f,Lib3dsNode *node); private: const osgDB::ReaderWriter::Options* options; bool noMatrixTransforms; ///< Should the plugin apply matrices into the mesh vertices ("old behaviour"), instead of restoring matrices ("new behaviour")? bool checkForEspilonIdentityMatrices; bool restoreMatrixTransformsNoMeshes; typedef std::map SmoothingFaceMap; void addDrawableFromFace(osg::Geode * geode, FaceList & faceList, Lib3dsMesh * mesh, const osg::Matrix * matrix, osg::StateSet * stateSet); }; }; // now register with Registry to instantiate the above // reader/writer. REGISTER_OSGPLUGIN(3ds, ReaderWriter3DS) ReaderWriter3DS::ReaderWriter3DS() { supportsExtension("3ds","3D Studio model format"); //supportsOption("OutputTextureFiles","Write out the texture images to file"); //supportsOption("flipTexture", "flip texture upside-down"); supportsOption("extended3dsFilePaths", "Keeps long texture filenames (not 8.3) when exporting 3DS, but can lead to compatibility problems."); supportsOption("noMatrixTransforms", "Set the plugin to apply matrices into the mesh vertices (\"old behaviour\") instead of restoring them (\"new behaviour\"). You may use this option to avoid a few rounding errors."); supportsOption("checkForEspilonIdentityMatrices", "If not set, then consider \"almost identity\" matrices to be identity ones (in case of rounding errors)."); supportsOption("restoreMatrixTransformsNoMeshes", "Makes an exception to the behaviour when 'noMatrixTransforms' is not set for mesh instances. When a mesh instance has a transform on it, the reader creates a MatrixTransform above the Geode. If you don't want the hierarchy to be modified, then you can use this option to merge the transform into vertices."); setByteOrder(); #if 0 OSG_NOTIFY(osg::NOTICE)<<"3DS reader sizes:"<name << endl; print(mesh->matrix,level); } else { pad(level); cout << "no mesh " << endl; } } void print(Lib3dsUserData *user,int level) { if (user) { pad(level); cout << "user data" << endl; //print(user->mesh,level+1); } else { pad(level); cout << "no user data" << endl; } } void print(Lib3dsMeshInstanceNode *object,int level) { if (object) { pad(level); cout << "objectdata instance [" << object->instance_name << "]" << endl; pad(level); cout << "pivot " << object->pivot[0] <<" "<< object->pivot[1] <<" "<< object->pivot[2] << endl; pad(level); cout << "pos " << object->pos[0] <<" "<< object->pos[1] <<" "<< object->pos[2] << endl; pad(level); cout << "scl " << object->scl[0] <<" "<< object->scl[1] <<" "<< object->scl[2] << endl; pad(level); cout << "rot " << object->rot[0] <<" "<< object->rot[1] <<" "<< object->rot[2] <<" "<< object->rot[3] << endl; } else { pad(level); cout << "no object data" << endl; } } void print(Lib3dsNode *node, int level) { pad(level); cout << "node name [" << node->name << "]" << endl; pad(level); cout << "node id " << node->user_id << endl; pad(level); cout << "node parent id " << (node->parent ? static_cast(node->parent->user_id) : -1) << endl; pad(level); cout << "node matrix:" << endl; print(node->matrix,level+1); if (node->type == LIB3DS_NODE_MESH_INSTANCE) { pad(level); cout << "mesh instance data:" << endl; print(reinterpret_cast(node),level+1); } else { pad(level); cout << "node is not a mesh instance (not handled)" << endl; } print(&node->user_ptr,level); for(Lib3dsNode *child=node->childs; child; child=child->next) { print(child,level+1); } } void ReaderWriter3DS::ReaderObject::addDrawableFromFace(osg::Geode * geode, FaceList & faceList, Lib3dsMesh * mesh, const osg::Matrix * matrix, osg::StateSet * stateSet) { if (_useSmoothingGroups) { SmoothingFaceMap smoothingFaceMap; for (FaceList::iterator flitr=faceList.begin(); flitr!=faceList.end(); ++flitr) { smoothingFaceMap[mesh->faces[*flitr].smoothing_group].push_back(*flitr); } for(SmoothingFaceMap::iterator sitr=smoothingFaceMap.begin(); sitr!=smoothingFaceMap.end(); ++sitr) { // each smoothing group to have its own geom // to ensure the vertices on adjacent groups // don't get shared. FaceList& smoothFaceMap = sitr->second; osg::ref_ptr drawable = createDrawable(mesh,smoothFaceMap,matrix); if (drawable.valid()) { if (stateSet) drawable->setStateSet(stateSet); geode->addDrawable(drawable.get()); } } } else // ignore smoothing groups. { osg::ref_ptr drawable = createDrawable(mesh,faceList,matrix); if (drawable.valid()) { if (stateSet) drawable->setStateSet(stateSet); geode->addDrawable(drawable.get()); } } } // Transforms points by matrix if 'matrix' is not NULL // Creates a Geode and Geometry (as parent,child) and adds the Geode to 'parent' parameter iff 'parent' is non-NULL // Returns ptr to the Geode osg::Node* ReaderWriter3DS::ReaderObject::processMesh(StateSetMap& drawStateMap,osg::Group* parent,Lib3dsMesh* mesh, const osg::Matrix * matrix) { typedef std::vector MaterialFaceMap; MaterialFaceMap materialFaceMap; unsigned int numMaterials = drawStateMap.size(); materialFaceMap.insert(materialFaceMap.begin(), numMaterials, FaceList()); // Setup the map FaceList defaultMaterialFaceList; for (unsigned int i=0; infaces; ++i) { if (mesh->faces[i].material>=0) { materialFaceMap[mesh->faces[i].material].push_back(i); } else { defaultMaterialFaceList.push_back(i); } } if (materialFaceMap.empty() && defaultMaterialFaceList.empty()) { OSG_NOTIFY(osg::NOTICE)<<"Warning : no triangles assigned to mesh '"<name<<"'"<< std::endl; //OSG_NOTIFY(osg::INFO) << "No material assigned to mesh '" << mesh->name << "'" << std::endl; return NULL; } else { osg::Geode* geode = new osg::Geode; geode->setName(mesh->name); if (!defaultMaterialFaceList.empty()) { addDrawableFromFace(geode, defaultMaterialFaceList, mesh, matrix, NULL); } for(unsigned int imat=0; imataddChild(geode); return geode; } } /// Returns true if a matrix is 'almost' identity, meaning that the difference between each value and the corresponding identity value is less than an epsilon value. bool isIdentityEquivalent(const osg::Matrix & mat, osg::Matrix::value_type epsilon=1e-6) { return osg::equivalent(mat(0,0), 1, epsilon) && osg::equivalent(mat(0,1), 0, epsilon) && osg::equivalent(mat(0,2), 0, epsilon) && osg::equivalent(mat(0,3), 0, epsilon) && osg::equivalent(mat(1,0), 0, epsilon) && osg::equivalent(mat(1,1), 1, epsilon) && osg::equivalent(mat(1,2), 0, epsilon) && osg::equivalent(mat(1,3), 0, epsilon) && osg::equivalent(mat(2,0), 0, epsilon) && osg::equivalent(mat(2,1), 0, epsilon) && osg::equivalent(mat(2,2), 1, epsilon) && osg::equivalent(mat(2,3), 0, epsilon) && osg::equivalent(mat(3,0), 0, epsilon) && osg::equivalent(mat(3,1), 0, epsilon) && osg::equivalent(mat(3,2), 0, epsilon) && osg::equivalent(mat(3,3), 1, epsilon); } /** How to cope with pivot points in 3ds (short version) All object coordinates in 3ds are stored in world space, this is why you can just rip out the meshes and use/draw them without meddeling further Unfortunately, this gets a bit wonky with objects with pivot points (conjecture: PP support is retro fitted into the .3ds format and so doesn't fit perfectly?) Objects with pivot points have a position relative to their PP, so they have to undergo this transform: invert the mesh matrix, apply this matrix to the object. This puts the object back at the origin Transform the object by the nodes (negative) pivot point coords, this puts the PP at the origin Transform the node by the node matrix, which does the orientation about the pivot point, (and currently) transforms the object back by a translation to the PP. */ osg::Node* ReaderWriter3DS::ReaderObject::processNode(StateSetMap drawStateMap,Lib3dsFile *f,Lib3dsNode *node) { // Get mesh Lib3dsMeshInstanceNode * object = (node->type == LIB3DS_NODE_MESH_INSTANCE) ? reinterpret_cast(node) : NULL; Lib3dsMesh * mesh = lib3ds_file_mesh_for_node(f,node); assert(!(mesh && !object)); // Node must be a LIB3DS_NODE_MESH_INSTANCE if a mesh exists // Retreive LOCAL transform static const osg::Matrix::value_type MATRIX_EPSILON = 1e-10; osg::Matrix osgNodeMatrix( copyLib3dsMatrixToOsgMatrix(node->matrix) ); if (node->parent) { // Matrices evaluated by lib3DS are multiplied by parents' ones osgNodeMatrix *= osg::Matrix::inverse( copyLib3dsMatrixToOsgMatrix(node->parent->matrix) ); } // Test if we should create an intermediate Group (or MatrixTransform) and which matrix we should apply to the vertices osg::Group* group = NULL; // Get pivot point osg::Vec3 pivot( object ? copyLib3dsVec3ToOsgVec3(object->pivot) : osg::Vec3() ); bool pivoted = pivot.x()!=0 || pivot.y()!=0 || pivot.z()!=0; osg::Matrix meshMat; if (mesh) { if (!noMatrixTransforms) { // There can be a transform directly on a mesh instance (= as if a osg::MatrixTransform and a osg::Geode were merged together) in object->pos/rot/scl if (!pivoted) { meshMat = osg::Matrix::inverse(copyLib3dsMatrixToOsgMatrix(mesh->matrix)); } else { meshMat = osg::Matrix::inverse(copyLib3dsMatrixToOsgMatrix(mesh->matrix)) * osg::Matrix::translate(-pivot); } } else { if (pivoted) { meshMat = osg::Matrix::inverse(copyLib3dsMatrixToOsgMatrix(mesh->matrix)) * osg::Matrix::translate(-pivot) * copyLib3dsMatrixToOsgMatrix(node->matrix); } else { meshMat = osg::Matrix::inverse(copyLib3dsMatrixToOsgMatrix(mesh->matrix)) * copyLib3dsMatrixToOsgMatrix(node->matrix); } osgNodeMatrix = osg::Matrix::identity(); // Not sure it's useful, but it's harmless ;) } } bool isOsgNodeMatrixIdentity = false; if (osgNodeMatrix.isIdentity() || (checkForEspilonIdentityMatrices && isIdentityEquivalent(osgNodeMatrix, MATRIX_EPSILON))) { isOsgNodeMatrixIdentity = true; } //if (node->childs != NULL || pivoted || (!isOsgNodeMatrixIdentity && !noMatrixTransforms)) if (node->childs != NULL || (!isOsgNodeMatrixIdentity && !noMatrixTransforms)) { if (isOsgNodeMatrixIdentity || noMatrixTransforms) { group = new osg::Group; } else { group = new osg::MatrixTransform(osgNodeMatrix); } } if (group) { if (strcmp(node->name, "$$$DUMMY") == 0) { if (node->type == LIB3DS_NODE_MESH_INSTANCE) group->setName(reinterpret_cast(node)->instance_name); } else group->setName(node->name); // Handle all children of this node for hierarchical assemblies for (Lib3dsNode *p=node->childs; p!=NULL; p=p->next) { group->addChild(processNode(drawStateMap,f,p)); } } else { assert(node->childs == NULL); // Else we must have a group to put childs into } // Handle mesh if (mesh) { osg::Matrix * meshAppliedMatPtr = NULL; if (!meshMat.isIdentity() && !(checkForEspilonIdentityMatrices && isIdentityEquivalent(meshMat, MATRIX_EPSILON))) { meshAppliedMatPtr = &meshMat; } if (group) { // add our geometry to group (where our children already are) // creates geometry under modifier node processMesh(drawStateMap,group,mesh,meshAppliedMatPtr); return group; } else { // didnt use group for children // return a ptr directly to the Geode for this mesh return processMesh(drawStateMap,NULL,mesh,meshAppliedMatPtr); } } else { // no mesh for this node - probably a camera or something of that persuasion //cout << "no mesh for object " << node->name << endl; return group; // we have no mesh, but we might have children } } static long filei_seek_func(void *self, long offset, Lib3dsIoSeek origin) { std::istream *f = reinterpret_cast(self); ios_base::seekdir o = ios_base::beg; if (origin == LIB3DS_SEEK_CUR) o = ios_base::cur; else if (origin == LIB3DS_SEEK_END) o = ios_base::end; f->seekg(offset, o); return f->fail() ? -1 : 0; } static long fileo_seek_func(void *self, long offset, Lib3dsIoSeek origin) { std::ostream *f = reinterpret_cast(self); ios_base::seekdir o = ios_base::beg; if (origin == LIB3DS_SEEK_CUR) o = ios_base::cur; else if (origin == LIB3DS_SEEK_END) o = ios_base::end; f->seekp(offset, o); return f->fail() ? -1 : 0; } static long filei_tell_func(void *self) { std::istream *f = reinterpret_cast(self); return f->tellg(); } static long fileo_tell_func(void *self) { std::ostream *f = reinterpret_cast(self); return f->tellp(); } static size_t filei_read_func(void *self, void *buffer, size_t size) { std::istream *f = reinterpret_cast(self); f->read(reinterpret_cast(buffer), size); return f->gcount(); } static size_t fileo_write_func(void *self, const void *buffer, size_t size) { std::ostream *f = reinterpret_cast(self); f->write(static_cast(buffer), size); return f->fail() ? 0 : size; } static void fileio_log_func(void *self, Lib3dsLogLevel level, int indent, const char *msg) { osg::NotifySeverity l = osg::INFO; // Intentionally NOT mapping 3DS levels with OSG levels if (level == LIB3DS_LOG_ERROR) l = osg::WARN; else if (level == LIB3DS_LOG_WARN) l = osg::NOTICE; else if (level == LIB3DS_LOG_INFO) l = osg::INFO; else if (level == LIB3DS_LOG_DEBUG) l = osg::DEBUG_INFO; OSG_NOTIFY(l) << msg << std::endl; } osgDB::ReaderWriter::ReadResult ReaderWriter3DS::readNode(std::istream& fin, const osgDB::ReaderWriter::Options* options) const { std::string optFileName; if (options) { optFileName = options->getPluginStringData("STREAM_FILENAME"); if (optFileName.empty()) optFileName = options->getPluginStringData("filename"); } return doReadNode(fin, options, optFileName); } osgDB::ReaderWriter::ReadResult ReaderWriter3DS::doReadNode(std::istream& fin, const osgDB::ReaderWriter::Options* options, const std::string & fileNamelib3ds) const { osg::ref_ptr local_opt = options ? static_cast(options->clone(osg::CopyOp::SHALLOW_COPY)) : new Options; local_opt->getDatabasePathList().push_front(osgDB::getFilePath(fileNamelib3ds)); osgDB::ReaderWriter::ReadResult result = ReadResult::FILE_NOT_HANDLED; // Prepare io structure to tell how to read the stream Lib3dsIo io; io.self = &fin; io.seek_func = filei_seek_func; io.tell_func = filei_tell_func; io.read_func = filei_read_func; io.write_func = NULL; io.log_func = fileio_log_func; Lib3dsFile * file3ds = lib3ds_file_new(); if (lib3ds_file_read(file3ds, &io) != 0) { result = constructFrom3dsFile(file3ds,fileNamelib3ds,options); lib3ds_file_free(file3ds); } return(result); } osgDB::ReaderWriter::ReadResult ReaderWriter3DS::readNode(const std::string& file, const osgDB::ReaderWriter::Options* options) const { std::string ext = osgDB::getLowerCaseFileExtension(file); if (!acceptsExtension(ext)) return ReadResult::FILE_NOT_HANDLED; std::string fileName = osgDB::findDataFile( file, options ); if (fileName.empty()) return ReadResult::FILE_NOT_FOUND; // Do not use the lib3ds_file_open() as: // 1. It relies on FILE* instead of iostreams (less safe) // 2. It doesn't allow us to set a custom log output std::ifstream fin(fileName.c_str(), std::ios_base::in | std::ios_base::binary); if (!fin.good()) return ReadResult::ERROR_IN_READING_FILE; return doReadNode(fin, options, fileName); /* osgDB::ReaderWriter::ReadResult result = ReadResult::FILE_NOT_HANDLED; Lib3dsFile *f = lib3ds_file_open(fileName.c_str()); // ,options if (f) { osg::ref_ptr local_opt = options ? static_cast(options->clone(osg::CopyOp::SHALLOW_COPY)) : new Options; local_opt->getDatabasePathList().push_front(osgDB::getFilePath(fileName)); result = constructFrom3dsFile(f,file,local_opt.get()); lib3ds_file_free(f); } return result; */ } osgDB::ReaderWriter::ReadResult ReaderWriter3DS::constructFrom3dsFile(Lib3dsFile *f,const std::string& fileName, const osgDB::ReaderWriter::Options* options) const { if (f==NULL) return ReadResult::FILE_NOT_HANDLED; // MIKEC // This appears to build the matrix structures for the 3ds structure // It wasn't previously necessary because all the meshes are stored in world coordinates // but is VERY necessary if you want to use pivot points... lib3ds_file_eval(f,0.0f); // second param is time 't' for animated files ReaderObject reader(options); reader._directory = ( options && !options->getDatabasePathList().empty() ) ? options->getDatabasePathList().front() : osgDB::getFilePath(fileName); ReaderObject::StateSetMap drawStateMap; unsigned int numMaterials = f->nmaterials; drawStateMap.insert(drawStateMap.begin(), numMaterials, NULL); // Setup the map for (unsigned int imat=0; imatmaterials[imat]; drawStateMap[imat] = reader.createStateSet(mat); } if (osg::getNotifyLevel()>=osg::INFO) { int level=0; std::cout << "NODE TRAVERSAL of 3ds file "<name<nodes; node; node=node->next) { print(node,level+1); } std::cout << "MESH TRAVERSAL of 3ds file "<name<nmeshes; ++imesh){ print(f->meshes[imesh],level+1); } } // We can traverse by meshes (old method, broken for pivot points, but otherwise works), or by nodes (new method, not so well tested yet) // if your model is broken, especially wrt object positions try setting this flag. If that fixes it, // send me the model bool traverse_nodes=false; // MIKEC: have found 3ds files with NO node structure - only meshes, for this case we fall back to the old traverse-by-meshes code // Loading and re-exporting these files from 3DS produces a file with correct node structure, so perhaps these are not 100% conformant? if (f->nodes == NULL) { OSG_NOTIFY(osg::WARN)<<"Warning: in 3ds loader: file has no nodes, traversing by meshes instead"<< std::endl; traverse_nodes=true; } osg::Node* group = NULL; if (traverse_nodes) // old method { group = new osg::Group(); for (int imesh=0; imeshnmeshes; ++imesh) { reader.processMesh(drawStateMap,group->asGroup(),f->meshes[imesh],NULL); } } else { // new method Lib3dsNode *node=f->nodes; if (!node->next) { group = reader.processNode(drawStateMap,f,node); } else { group = new osg::Group(); for(; node; node=node->next) { group->asGroup()->addChild(reader.processNode(drawStateMap,f,node)); } } } if (group && group->getName().empty()) group->setName(fileName); if (osg::getNotifyLevel()>=osg::INFO) { OSG_NOTIFY(osg::NOTICE) << "Final OSG node structure looks like this:"<< endl; PrintVisitor pv(osg::notify(osg::NOTICE)); group->accept(pv); } return group; } /** use matrix to pretransform geometry, or NULL to do nothing */ osg::Drawable* ReaderWriter3DS::ReaderObject::createDrawable(Lib3dsMesh *m,FaceList& faceList, const osg::Matrix * matrix) { osg::Geometry * geom = new osg::Geometry; unsigned int i; std::vector orig2NewMapping; orig2NewMapping.reserve(m->nvertices); for(i=0;invertices;++i) orig2NewMapping.push_back(-1); unsigned int noVertex=0; FaceList::iterator fitr; for (fitr=faceList.begin(); fitr!=faceList.end(); ++fitr) { Lib3dsFace& face = m->faces[*fitr]; if (orig2NewMapping[face.index[0]]<0) orig2NewMapping[face.index[0]] = noVertex++; if (orig2NewMapping[face.index[1]]<0) orig2NewMapping[face.index[1]] = noVertex++; if (orig2NewMapping[face.index[2]]<0) orig2NewMapping[face.index[2]] = noVertex++; } // create vertices. osg::ref_ptr osg_coords = new osg::Vec3Array(noVertex); geom->setVertexArray(osg_coords.get()); for (i=0; invertices; ++i) { if (orig2NewMapping[i]>=0) { if (matrix) { (*osg_coords)[orig2NewMapping[i]].set( copyLib3dsVec3ToOsgVec3(m->vertices[i]) * (*matrix) ); } else { // original no transform code. (*osg_coords)[orig2NewMapping[i]].set( copyLib3dsVec3ToOsgVec3(m->vertices[i]) ); } } } // create texture coords if needed. if (m->texcos) { osg::ref_ptr osg_tcoords = new osg::Vec2Array(noVertex); geom->setTexCoordArray(0, osg_tcoords.get()); for (i=0; invertices; ++i) { if (orig2NewMapping[i]>=0) (*osg_tcoords)[orig2NewMapping[i]].set(m->texcos[i][0],m->texcos[i][1]); } } // create normals // Sukender: 3DS file format doesn't store normals (that is to say they're recomputed each time). // When using per vertex normals, we could use either vertex computation, or face computation (and copy the normal to each vertex). Here we use the latter one. if (_usePerVertexNormals) { //Lib3dsVector * normals = new Lib3dsVector[m->nfaces*3]; //lib3ds_mesh_calculate_vertex_normals(m, normals); scoped_array normals( new Lib3dsVector[m->nfaces] ); // Temporary array lib3ds_mesh_calculate_face_normals(m, normals.get()); osg::ref_ptr osg_normals = new osg::Vec3Array(noVertex); // initialize normal list to zero's. for (i=0; ifaces[*fitr]; osg::Vec3f osgNormal( copyLib3dsVec3ToOsgVec3(normals[*fitr]) ); if (matrix) osgNormal = osg::Matrix::transform3x3(osgNormal, *matrix); osgNormal.normalize(); (*osg_normals)[orig2NewMapping[face.index[0]]] = osgNormal; (*osg_normals)[orig2NewMapping[face.index[1]]] = osgNormal; (*osg_normals)[orig2NewMapping[face.index[2]]] = osgNormal; } geom->setNormalArray(osg_normals.get()); geom->setNormalBinding(osg::Geometry::BIND_PER_VERTEX); } else { scoped_array normals ( new Lib3dsVector[m->nfaces] ); lib3ds_mesh_calculate_face_normals(m, normals.get()); osg::ref_ptr osg_normals = new osg::Vec3Array(faceList.size()); osg::Vec3Array::iterator normal_itr = osg_normals->begin(); for (fitr=faceList.begin(); fitr!=faceList.end(); ++fitr) { osg::Vec3f osgNormal( copyLib3dsVec3ToOsgVec3(normals[*fitr]) ); if (matrix) osgNormal = osg::Matrix::transform3x3(osgNormal, *matrix); osgNormal.normalize(); *(normal_itr++) = osgNormal; } geom->setNormalArray(osg_normals.get()); geom->setNormalBinding(osg::Geometry::BIND_PER_PRIMITIVE); } osg::ref_ptr osg_colors = new osg::Vec4ubArray(1); (*osg_colors)[0].set(255,255,255,255); geom->setColorArray(osg_colors.get()); geom->setColorBinding(osg::Geometry::BIND_OVERALL); // create primitives int numIndices = faceList.size()*3; osg::ref_ptr elements = new osg::DrawElementsUShort(osg::PrimitiveSet::TRIANGLES,numIndices); DrawElementsUShort::iterator index_itr = elements->begin(); for (fitr=faceList.begin(); fitr!=faceList.end(); ++fitr) { Lib3dsFace& face = m->faces[*fitr]; *(index_itr++) = orig2NewMapping[face.index[0]]; *(index_itr++) = orig2NewMapping[face.index[1]]; *(index_itr++) = orig2NewMapping[face.index[2]]; } geom->addPrimitiveSet(elements.get()); #if 0 osgUtil::TriStripVisitor tsv; tsv.stripify(*geom); #endif return geom; } osg::Texture2D* ReaderWriter3DS::ReaderObject::createTexture(Lib3dsTextureMap *texture,const char* label,bool& transparancy) { if (texture && *(texture->name)) { OSG_NOTIFY(osg::INFO)<<"texture->name="<name<<", _directory="<<_directory<name,_directory,osgDB::CASE_INSENSITIVE); if (fileName.empty()) { // file not found in .3ds file's directory, so we'll look in the datafile path list. fileName = osgDB::findDataFile(texture->name,options, osgDB::CASE_INSENSITIVE); OSG_NOTIFY(osg::INFO)<<"texture->name="<name<<", _directory="<<_directory<name; } else { OSG_NOTIFY(osg::WARN) << "texture '"<name<<"' not found"<< std::endl; return NULL; } } if (label) { OSG_NOTIFY(osg::DEBUG_INFO) << label; } else { OSG_NOTIFY(osg::DEBUG_INFO) << "texture name"; } OSG_NOTIFY(osg::DEBUG_INFO) << " '"<name<<"'"<< std::endl; OSG_NOTIFY(osg::DEBUG_INFO) << " texture flag "<flags<< std::endl; OSG_NOTIFY(osg::DEBUG_INFO) << " LIB3DS_TEXTURE_DECALE "<<((texture->flags)&LIB3DS_TEXTURE_DECALE)<< std::endl; OSG_NOTIFY(osg::DEBUG_INFO) << " LIB3DS_TEXTURE_MIRROR "<<((texture->flags)&LIB3DS_TEXTURE_MIRROR)<< std::endl; OSG_NOTIFY(osg::DEBUG_INFO) << " LIB3DS_TEXTURE_NEGATE "<<((texture->flags)&LIB3DS_TEXTURE_NEGATE)<< std::endl; OSG_NOTIFY(osg::DEBUG_INFO) << " LIB3DS_TEXTURE_NO_TILE "<<((texture->flags)&LIB3DS_TEXTURE_NO_TILE)<< std::endl; OSG_NOTIFY(osg::DEBUG_INFO) << " LIB3DS_TEXTURE_SUMMED_AREA "<<((texture->flags)&LIB3DS_TEXTURE_SUMMED_AREA)<< std::endl; OSG_NOTIFY(osg::DEBUG_INFO) << " LIB3DS_TEXTURE_ALPHA_SOURCE "<<((texture->flags)&LIB3DS_TEXTURE_ALPHA_SOURCE)<< std::endl; OSG_NOTIFY(osg::DEBUG_INFO) << " LIB3DS_TEXTURE_TINT "<<((texture->flags)&LIB3DS_TEXTURE_TINT)<< std::endl; OSG_NOTIFY(osg::DEBUG_INFO) << " LIB3DS_TEXTURE_IGNORE_ALPHA "<<((texture->flags)&LIB3DS_TEXTURE_IGNORE_ALPHA)<< std::endl; OSG_NOTIFY(osg::DEBUG_INFO) << " LIB3DS_TEXTURE_RGB_TINT "<<((texture->flags)&LIB3DS_TEXTURE_RGB_TINT)<< std::endl; osg::ref_ptr osg_image = osgDB::readRefImageFile(fileName.c_str(), options); //Absolute Path if (!osg_image.valid()) { OSG_NOTIFY(osg::NOTICE) << "Warning: Cannot create texture "<name<< std::endl; return NULL; } if (osg_image->getFileName().empty()) // it should be done in OSG with osgDB::readRefImageFile(fileName.c_str()); osg_image->setFileName(fileName); osg::Texture2D* osg_texture = new osg::Texture2D; osg_texture->setImage(osg_image.get()); osg_texture->setName(texture->name); // does the texture support transparancy? transparancy = ((texture->flags)&LIB3DS_TEXTURE_ALPHA_SOURCE)!=0; // what is the wrap mode of the texture. osg::Texture2D::WrapMode wm = ((texture->flags)&LIB3DS_TEXTURE_NO_TILE) ? osg::Texture2D::CLAMP : osg::Texture2D::REPEAT; osg_texture->setWrap(osg::Texture2D::WRAP_S,wm); osg_texture->setWrap(osg::Texture2D::WRAP_T,wm); osg_texture->setWrap(osg::Texture2D::WRAP_R,wm); // bilinear. osg_texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR_MIPMAP_NEAREST); return osg_texture; } else return NULL; } osg::StateSet* ReaderWriter3DS::ReaderObject::createStateSet(Lib3dsMaterial *mat) { if (mat==NULL) return NULL; osg::StateSet* stateset = new osg::StateSet; osg::Material* material = new osg::Material; float transparency = mat->transparency; float alpha = 1.0f-transparency; osg::Vec4 ambient(mat->ambient[0],mat->ambient[1],mat->ambient[2],alpha); osg::Vec4 diffuse(mat->diffuse[0],mat->diffuse[1],mat->diffuse[2],alpha); osg::Vec4 specular(mat->specular[0],mat->specular[1],mat->specular[2],alpha); specular *= mat->shin_strength; float shininess = mat->shininess; material->setName(mat->name); material->setAmbient(osg::Material::FRONT_AND_BACK,ambient); material->setDiffuse(osg::Material::FRONT_AND_BACK,diffuse); material->setSpecular(osg::Material::FRONT_AND_BACK,specular); material->setShininess(osg::Material::FRONT_AND_BACK,shininess*128.0f); stateset->setAttribute(material); bool textureTransparancy=false; osg::Texture2D* texture1_map = createTexture(&(mat->texture1_map),"texture1_map",textureTransparancy); if (texture1_map) { stateset->setTextureAttributeAndModes(0,texture1_map,osg::StateAttribute::ON); if (!textureTransparancy) { // from an email from Eric Hamil, September 30, 2003. // According to the 3DS spec, and other // software (like Max, Lightwave, and Deep Exploration) a 3DS material that has // a non-white diffuse base color and a 100% opaque bitmap texture, will show the // texture with no influence from the base color. // so we'll override material back to white. // and no longer require the decal hack below... #if 0 // Eric original fallback osg::Vec4 white(1.0f,1.0f,1.0f,alpha); material->setAmbient(osg::Material::FRONT_AND_BACK,white); material->setDiffuse(osg::Material::FRONT_AND_BACK,white); material->setSpecular(osg::Material::FRONT_AND_BACK,white); #else // try alternative to avoid saturating with white // setting white as per OpenGL defaults. material->setAmbient(osg::Material::FRONT_AND_BACK,osg::Vec4(0.2f,0.2f,0.2f,alpha)); material->setDiffuse(osg::Material::FRONT_AND_BACK,osg::Vec4(0.8f,0.8f,0.8f,alpha)); material->setSpecular(osg::Material::FRONT_AND_BACK,osg::Vec4(0.0f,0.0f,0.0f,alpha)); #endif } // no longer required... // bool decal = false; // // // not sure exactly how to interpret what is best for .3ds // // but the default text env MODULATE doesn't work well, and // // DECAL seems to work better. // osg::TexEnv* texenv = new osg::TexEnv; // if (decal) // { // texenv->setMode(osg::TexEnv::DECAL); // } // else // { // texenv->setMode(osg::TexEnv::MODULATE); // } // stateset->setTextureAttribute(0,texenv); } if (transparency>0.0f || textureTransparancy) { stateset->setMode(GL_BLEND,osg::StateAttribute::ON); stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN); } /* osg::ref_ptr texture1_mask = createTexture(&(mat->texture1_mask),"texture1_mask",textureTransparancy); osg::ref_ptr texture2_map = createTexture(&(mat->texture2_map),"texture2_map",textureTransparancy); osg::ref_ptr texture2_mask = createTexture(&(mat->texture2_mask),"texture2_mask",textureTransparancy); osg::ref_ptr opacity_map = createTexture(&(mat->opacity_map),"opacity_map",textureTransparancy); osg::ref_ptr opacity_mask = createTexture(&(mat->opacity_mask),"opacity_mask",textureTransparancy); osg::ref_ptr bump_map = createTexture(&(mat->bump_map),"bump_map",textureTransparancy); osg::ref_ptr bump_mask = createTexture(&(mat->bump_mask),"bump_mask",textureTransparancy); osg::ref_ptr specular_map = createTexture(&(mat->specular_map),"specular_map",textureTransparancy); osg::ref_ptr specular_mask = createTexture(&(mat->specular_mask),"specular_mask",textureTransparancy); osg::ref_ptr shininess_map = createTexture(&(mat->shininess_map),"shininess_map",textureTransparancy); osg::ref_ptr shininess_mask = createTexture(&(mat->shininess_mask),"shininess_mask",textureTransparancy); osg::ref_ptr self_illum_map = createTexture(&(mat->self_illum_map),"self_illum_map",textureTransparancy); osg::ref_ptr self_illum_mask = createTexture(&(mat->self_illum_mask),"self_illum_mask",textureTransparancy); osg::ref_ptr reflection_map = createTexture(&(mat->reflection_map),"reflection_map",textureTransparancy); osg::ref_ptr reflection_mask = createTexture(&(mat->reflection_mask),"reflection_mask",textureTransparancy); */ return stateset; } osgDB::ReaderWriter::WriteResult ReaderWriter3DS::writeNode(const osg::Node& node,const std::string& fileName,const Options* options) const { std::string ext = osgDB::getLowerCaseFileExtension(fileName); if (!acceptsExtension(ext)) return WriteResult::FILE_NOT_HANDLED; osgDB::makeDirectoryForFile(fileName.c_str()); std::ofstream fout(fileName.c_str(), std::ios_base::out | std::ios_base::binary); if (!fout.good()) return WriteResult::ERROR_IN_WRITING_FILE; return doWriteNode(node, fout, options, fileName); /* bool ok = true; Lib3dsFile * file3ds = lib3ds_file_new(); if (!file3ds) return WriteResult(WriteResult::ERROR_IN_WRITING_FILE); osg::ref_ptr local_opt = options ? static_cast(options->clone(osg::CopyOp::SHALLOW_COPY)) : new Options; local_opt->getDatabasePathList().push_front(osgDB::getFilePath(fileName)); if (!createFileObject(node, file3ds, fileName, local_opt)) ok = false; if (ok && !lib3ds_file_save(file3ds, fileName.c_str())) ok = false; lib3ds_file_free(file3ds); return ok ? WriteResult(WriteResult::FILE_SAVED) : WriteResult(WriteResult::ERROR_IN_WRITING_FILE); */ } osgDB::ReaderWriter::WriteResult ReaderWriter3DS::writeNode(const osg::Node& node,std::ostream& fout,const Options* options) const { //OSG_NOTIFY(osg::WARN) << "!!WARNING!! 3DS write support is incomplete" << std::endl; std::string optFileName; if (options) { optFileName = options->getPluginStringData("STREAM_FILENAME"); } return doWriteNode(node, fout, options, optFileName); } osgDB::ReaderWriter::WriteResult ReaderWriter3DS::doWriteNode(const osg::Node& node,std::ostream& fout, const Options* options, const std::string & fileNamelib3ds) const { osg::ref_ptr local_opt = options ? static_cast(options->clone(osg::CopyOp::SHALLOW_COPY)) : new Options; local_opt->getDatabasePathList().push_front(osgDB::getFilePath(fileNamelib3ds)); Lib3dsIo io; io.self = &fout; io.seek_func = fileo_seek_func; io.tell_func = fileo_tell_func; io.read_func = NULL; io.write_func = fileo_write_func; io.log_func = fileio_log_func; Lib3dsFile * file3ds = lib3ds_file_new(); if (!file3ds) return WriteResult(WriteResult::ERROR_IN_WRITING_FILE); bool ok = true; if (!createFileObject(node, file3ds, fileNamelib3ds, local_opt.get())) ok = false; if (ok && !lib3ds_file_write(file3ds, &io)) ok = false; lib3ds_file_free(file3ds); return ok ? WriteResult(WriteResult::FILE_SAVED) : WriteResult(WriteResult::ERROR_IN_WRITING_FILE); //return ok ? WriteResult(WriteResult::FILE_SAVED) : WriteResult(WriteResult::FILE_NOT_HANDLED); } bool ReaderWriter3DS::createFileObject(const osg::Node& node, Lib3dsFile * file3ds,const std::string& fileName, const osgDB::ReaderWriter::Options* options) const { WriterNodeVisitor w(file3ds, fileName, options, osgDB::getFilePath(node.getName())); const_cast(node).accept(w); // Ugly const_cast<> for visitor... if (!w.succeeded()) return false; w.writeMaterials(); return w.succeeded(); }